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Dunabar

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  1. Hey Folks Time for the final Breakthrough map and easily the hardest one for me to approach. Not because of some sort of challenging level design or anything like that. It's mainly because Warsaw is already the best Breakthrough map of the bunch in my opinion and any large scale changes could possibly make it worse instead of better. So, after running around the map for a bit, I pretty much came to the conclusion that the attack pattern layout was largely fine, it could possibly be increased a bit to include the area near or in the Palace of Culture and Science (Charlie Sector for Warzone folks.) But, it brought about some headaches trying to figure out the best placements. So, for now I kept it largely the same and focused more on quality over quantity. But, like I have stated with all of these reworks.... Please note: I cannot promise this will improve the gameplay/general Breakthrough experience on Warsaw. Without the ability to test these changes myself, it's pure speculation. All suggestions are perfectly welcomed, all I would ever ask for though is criticisms be constructive, not destructive. In the end these are just suggestions, what the developers choose to do or don't do with them is ultimately their choice. ---- Main Goals of this rework Utilize as much of the map as possible. Find places where Area Spawns can be placed for both Teams that require little to no large scale changes to the map. Make sure the Area Spawns are 100% or near 100% safe to spawn into with little to no changes to the map required. Find places where a variety of Objective Types and Targets can be placed that feels fitting to the map. Give faction friendly Vehicles to the respective teams. Create a light story to go with the Map, Objective Types, and Targets. ---- Starter Vehicles for the Teams (East - Attacking Team starter Vehicles) Typhoon Command Vehicle Bumerang IFV (West - Defending Team starter Vehicles) VAB Command Vehicle Wolverine IFV ---- Warsaw Breakthrough Story (East - Attacking Team) Having secured a large enough hold on Eastern Europe, Eastern Command moved forward with plans to drive deep into the heart of Europe, and conquer one of the last bulwarks of the West in Eastern Europe standing in their way. However, the lessons learned throughout history both direct & indirect caused plans to require far more surgical efforts than brute force. As the Hammer fell from the wings of strategic bombers & artillery guns, the knife would cut through the soften defenses with mechanized forces, and then cut deeper with motorized elements sweeping through the city to detain anyone who didn't fight or looked capable of possibly fighting. In the end, that was the only way to ensure the battle would see the least amount of blood spilled on the field. Strike hard with the Hammer, cut through with the knife, and detain everyone else...Strike, Destroy, Detain, Repeat. (West- Defending Team) With the ever encroaching shadow from the East looming over Poland, the entire military down to the Territorial Defense Force, had been mobilized to counter the coming invasion. Though efforts were made to counter the Eastern Forces, the fighting has kept the West on the defensive so far even with other Western Nations throwing in their support to help. Once the siege of Warsaw had started, the embattled defenders would have their resolve tested as the heaviest of hammer strikes would fall upon the city. However, even in the darkest of hours with civilians being detained and defenses being brushed aside, an underground army is on the move...a Home Army mobilizing to defend Warsaw. Warsaw redesign Concept Map and Markers I've developed this rework suggestion for Warsaw's Breakthrough map using most of the same ideas from my older reworks with some different spins, starting of course with a new location for the Attacking team to come from, and like usual the attacking team is going to progress the game via trying to capture Alpha Sector, Bravo Sector, Charlie Sector, and Delta Sector. Defenders will have a choice to either start in Alpha's Spawn Area located in what would be a out of bounds zone for the Attackers (aka the Red Star) or spawn in their Deployment Zone at the bottom if they wish to bring Vehicles up to the frontline. The markings on the map are as followed- White Star in a Black Circle - Attacking Team Spawn Area. Colored Star in a Black Circle - Defending Team Spawn Area. A1/A2 - D1/D2 - The general location of the Objective Points in the Sector. (Assuming People didn't read my previous rework posts) The Spawn Areas above are a suggestion to replace the Objective Spawn System currently in Breakthrough. The Objective Spawning System is (in my personal opinion) extremely unfit for this game mode and is too easily abused against the Defending Team since their spawn zones can be camped to the point that Defenders are almost instantly killed upon spawning in. However, Spawning Areas do come with their own problems and these problems can already be experienced by the Attacking Team on (current) Berlin Breakthrough where they can be pinned into their starter deployment area by the Defending team. So, having experienced life on both sides of the fence, I think I may have found a good balance of Distance & Security for Spawning Areas for both Teams. However, without actually getting to test this, it's pure speculation. But, with a mixture of trial & error and some prop additions or movement, I believe the Spawn Area can work for both teams just fine. Here are a list of screenshots of the areas I suggest for the Area Spawns if they're to be added. (East - Attacking) Attacking Team Deployment Zone - By moving the Attacker's Deployment Zone to this general area, they won't have a direct line of attack on one of the first objectives of the Defenders and the Defenders cannot spawn camp them as easily in this area as they could with the current Attacker Deployment Zone in Warsaw Breakthrough. Alpha Area Spawn after capturing Alpha Bravo Area Spawn after capturing Bravo Charlie Area Spawn after capturing Charlie (West - Defending) Alpha Area Spawn during Defense of Alpha Bravo Area Spawn during Defense of Bravo Charlie Area Spawn during Defense of Charlie Delta Area Spawn during Defense of Delta ---- Non-Objective based Prop suggestion changes/additions 2nd floor blown out window behind the Mall - This little entry way should be blocked by the scaffolding with the blue tarp hanging on it. While this would remove one optional path for getting back to the Objectives for the Defenders, the reason I suggest blocking it off is because of the elevation advantage it would give to the Attackers over the Defenders that respawn into the map. As you will see in the next picture, the Attackers would nearly have a uninterrupted direct line of sight into the Defender's Charlie Area Spawn. ---- Alpha Sector Objective Types, Targets, & Stories Alpha 1 General location Link Objective Type: Disarm & Extract Objective Target: Anti-Air UGV Objective: Secure the enemy UGV How to Disarm: An Attacker needs to stand at the enemy's UGV and then upon hitting F they'll begin "disarming" the UGV. During this time their Teammates will need to protect them while the Defenders try to stop them from disarming. Once disarmed a Helicopter Drone will fly down to secure the UGV. Disarm Timer: 40 Seconds Prop suggestion changes/additions: Aside from a few extra props for defenses, I would say just place the UGV about where the White Van is, slide the White Van over where the current Radio Station is, and largely call it good from there. Alpha 2 General location Link Objective Type: Target Destruction Objective Target: Munition Cache Objective: Destroy the enemy Munition Cache How to Destroy: Plant a Bomb on the Munition Cache or use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Prop suggestion changes/additions: Largely this area is just fine. About all I would suggest adding beyond changing the Radio Station to a Munition Cache is to put up a few defenses around in the basketball court to act as cover. Alpha Sector Story (East - Attacking Team) Alright everyone, the Western Defenders have a anti-air capable UGV in the area that is making life difficult for our Airborne Forces that are trying to operate in the city. Our People managed to knock it out of action for the time being, but Eastern Command wants us to disarm it, and extract it from the area so we can see what kind of information we can gather from it. Destroy any Western Munitions you find and secure that UGV for extraction! (West - Defending Team) All Defense Teams move forward to protect our anti-air asset and munition stockpile. We have a repair team on their way to either commence with field repairs to bring it back online, or recover it should the damage be too extensive to fix it there. For now we need you to hold the Eastern Forces back with everything you got, this is largely a stalling effort today here People! ---- Bravo Sector Objective Types, Targets, & Stories Bravo 1 General location Link Objective Type: Secure Area Objective Target: Damaged T-72s Objective: Secure the enemy T-72s How to Capture: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Prop suggestion changes/additions: Obviously before using this place as an objective room the lighting will need to be fixed (only reason it's bright in the picture is because I found a spot that didn't cause it to go dark) and a capture zone placed in it along with two "damaged" T-72 tanks. This place is rarely ever fought in and it would help Breakthrough Warsaw stand apart from Warzone Warsaw a little more. Bravo 2 General location Link Objective Type: Disarmament Objective Target: Transponder Objective: Disarm the enemy Transponder How to Disarm: An Attacker needs to stand at the enemy's Transponder in the Objective area and then upon hitting F they'll begin "disarming" the Transponder. During this time their Teammates will need to protect them while the Defenders try to stop them from disarming. Disarm Timer: 40 Seconds Prop suggestion changes/additions: Nothing really needing changed here, could even get away with just calling the Radio Station a Transponder, or just ignore the whole Transponder thing and have the Attacking Team disarm the Radio Station and just say they're shutting off the Transponder on it. Bravo Sector Story (East - Attacking Team) Great work destroying that ammunition and securing the UGV. But, our work is not done yet, recon Drones spotted two enemy T-72s having been moved into the underground parking garage close to the mall. Eastern Command wants us to secure those Tanks for repair and bring them under our control to use against the Western Defenders if they're not too damaged. Eastern Command also reports that some sort of transponder had been placed in the area, it's likely been put up to signal for their general location. We need that Transponder taken down as soon as possible! (West - Defending Team) All Teams fall back to Bravo sector and quickly establish defenses around the area. Unfortunately two friendly T-72s were damaged by Friendly Fire recently and the wounded crews established a Transponder before being evacuated out of the area. Keep that Transponder operational as we have out of country heavy haulers coming to recover the Tanks for repair and they need that signal active to help guide to your position. Above all else, keep those Tanks out of Eastern Hands! ---- Charlie Sector Objective Types, Targets, & Stories Charlie 1 General location Link Objective Type: Target Destruction Objective Target: Supply Cache Objective: Destroy the enemy Supply Cache How to Destroy: Plant a Bomb on the Supply Cache or use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Prop suggestion changes/additions: Nothing needing to be changed here aside from making the Objective Target look like a Supply Cache. Charlie 2 General location Link Objective Type: Intelligence Gathering Objective Target: Computer & Server Objective: Secure enemy War Data How to Capture: Plant a Data Gathering device on the Objective and protect it while it downloads the Data. Capture Timer: 40 Seconds Prop suggestion changes/additions: I would say move the Objective closer to the middle of the room, maybe add a prop or two around it for defense, make the objective look like some computers & server were put up with haste, and largely call it good. Charlie Sector Story (East - Attacking Team) Excellent work securing those Tanks for the cause and taking down that Transponder. However, Eastern Command reports a large amount of enemy activity happening in and around the Mall near by. They want you to go see what the Western Defenders are doing in there. Unfortunately we will be unable to provide a lot of assistance in this effort, so you will mostly need to fall back on your training with this task. Best of luck Teams! (West - Defending Team) We need those Eastern Soldiers halted now People, Fall back to the mall and lock it down as tight as possible! Polish High Command has informed us of a friendly Militant group that had been operating out of the Mall for a period of time, gathering supplies & data on the movement of the Eastern Forces. Unfortunately during some of the recent bombings, the Metro system has taken rather heavy damage, and the Militia is currently trying to clear a underground supply line for themselves. So, keep the Eastern Forces from reaching the supplies and computers in the mall! ---- Delta Sector Objective Types, Targets, & Stories Delta 1 General location Link Objective Type: Target Destruction Objective Target: VAB Command Vehicle Objective: Destroy the enemy VAB Command Vehicle How to Destroy: Plant a Bomb on the Command Vehicle or use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Prop suggestion changes/additions: Just replace the current Objective Target with the VAB Command Vehicle, place the Vehicle to the left or right of that fencing with the blue tarp closest to my character in the picture, and the fighting will largely be centered around the center of the room. Delta 2 General location Link Objective Type: Tracker Plant Objective Target: Resistance Supplies Objective: Plant a Tracking Device on the Resistance Supplies How to Plant Tracker: An Attacker needs to stand at the enemy's Resistance Supplies in the Objective area and then upon hitting F they'll begin "Arming the Tracker". During this time their Teammates will need to protect them while the Defenders try to stop them from arming the tracker. Tracker Arming Timer: 40 Seconds Prop suggestion changes/additions: Just need to replace the Objective Target with a stack of supplies, maybe move a few props around for defense, and that is all that needs to be done really in my mind. Delta Sector Story (East - Attacking Team) Eastern Command reports that the data you secured was information on our Movements in the city, Troops, Vehicles, Supply points, and more. However, it didn't seem like anything that would come from the Western Military forces, which leads Command to suspect there is a group operating outside of the Western Command chain, likely a Militant group judging by the Supplies you destroyed in the mall. Command intercepted some radio transmissions coming from a Vehicle inside the Metro station just beyond the mall, apparently more supplies had been brought in for this mystery group operating behind our lines. Destroy the Command Vehicle and plant a tracking device on the supplies in the Metro. We will find this rat nest and destroy it before it can infest the city and cause further bloodshed! (West - Defending Team) Time and resources are not on our side here People! We need to hold out just long enough for the Underground Army to collect their supplies, then we need to get out of this sector before we're overrun by the Eastern Fighters. Report to my position and sweep the metro station for any Eastern Fighters trying to cause a problems for either us or the Militant group! I will get in contact with Western Command as to where we should fall back to! ---- Warsaw End Story (East - Attacking Team Victory) Amazing work People! You make the East very proud this day and the tracking device is heading to the Rat Nest as we speak. Special Forces are being put on alert and we will begin operations to sweep the Rats out of the Metro stations so we can avoid needless bloodshed this day. Now, report with Bravo Company, we have a city to capture, and a war to end as soon as possible! (West- Defending Team Defeat) *A man struggles to speak* All Forces...pull back to sector- *The order was drowned out by the sound of explosions and gunfire. Soon a new voice can be heard coming over the radio* To anyone able to hear this and are trapped by the lines of the Eastern Invaders, make your way into the Metro tunnels, and join the New Home Army. Warsaw may fall, but Poland will not so long as we resist the invaders! (East - Attacking Team Defeat) All Team' withdraw from the area before you're wiped out! We will need to change our approach to this sector and let another group tackle it while we get you resupplied, refitted, and back into the fight- *The man's voice is drowned out with the sounds of gunfire and general combat.* Withdraw now! Our position is under attack by unknown hostiles! *The communication is drowned out by increasingly intense fighting.* (West- Defending Team Victory) Outstanding work Teams, fallback to the second defensive line. Western Command has informed us that Polish High Command has gotten into contact with a group known as the "New Home Army" and they're actively engaging Eastern Forces behind their lines as we speak. Plans are being put into motion to seize this opportunity to launch a counter-attack in hopes of reclaiming lost sectors of the city, if all goes well, we might even be able to push the Eastern Forces out of Warsaw itself... With that wall of text completed, we bring this post to an end, and the last Breakthrough map rework of mine to an end as well for the time being. If I find a way to include the Palace of Culture and Science that meets my general targets of interest, I will update this post with a new visual map, expanded light story, two extra objectives, and all the fixings that come with such a change. But, for now I've completed my goal for suggesting reworks for each and every breakthrough map that is currently on offer. In the future I will probably do more as I still have Version 2s to suggest, reverse reworks, and I might have even more after that when WW3 gets it's new maps with the war expanding into Asia. For now though, I'm going to take a break from the map reworks to focus on Vehicles, Weapons, and whatever else that might tickle my fancy in the moment sort of speak. But, till the next suggestion post... Have a good one folks! ---- Related Suggestion posts of mine Breakthrough Suggestion post series Suggestions to enhance Breakthrough - Small Changes Suggestions to enhance Breakthrough - Large Changes Polyarny Breakthrough rework Suggestions Berlin Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions Moscow Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions V2 - Future work Moscow Breakthrough rework Suggestions V2 - Possible Future Work ---- Other Suggestion posts of mine Weapons that could enhance WW3 series Assault Rifles Chapter Serbian () Zastava M17 Chinese () QBZ-191 Precision Sniper Rifles Chapter South Korean () K14 -(Redacted)- Coming Soon Special Weapons Chapter Russian () GM-94 -(Redacted)- Coming Soon Submachine Guns Chapter Swiss () APC45 Belgian/American (/) SCAR-SC Battle Rifles Chapter Czech () BREN 2 BR -(Redacted)- Coming Soon Shotguns Chapter American () AA-12 -(Redacted)- Coming Soon Light Machine Guns Chapter American () LWMMG American () M68 Pistols Chapter Russian () OTs-38 Stechkin -(Redacted)- Coming Soon Strikes that could enhance WW3 series Support Strikes Chapter Supply Drop Canadian () Mission Master UGV-C CUAS Drones Chapter American () Switchblade Vehicles that could enhance WW3 series IFVs Chapter -(Redacted)- Coming Soon AFVs Chapter Swedish () CV90 MBTs Chapter French () Leclerc Vehicle enhancements for WW3 series Main Gun Ammunition Chapter ABM Rounds General Vehicle Suggestions Passive Abilities for IFVs, AFVs, & MBTs
  2. Hey Folks After having a few rather rough days I was finally able to get around to make this Vehicle Suggestion post. I was originally going to cover a IFV, but my research hit a bit of a mud trap, so I need to shelve the IFV for now so I can come back to do additional research (most likely after Warsaw Breakthrough), and in it's place I figured I would cover France's Main Battle Tank (MBT) the AMX-56 (Officially known as the Leclerc.) Now I view the Leclerc MBT as I do the British Challenger, the Chinese Type-99, the Israeli Merkava, and other MBTs. They're too obvious of choices to leave out of the game forever and are highly like at some point to be added. However, rather than waiting to see how the Leclerc would turn out, I rather seize the moment, and post my suggestions on how I think the Vehicle should generally act when/if added to the game. So, lets get started before I bla bla a lot more... Contents of this post Section 1 - Leclerc - Real life information about the Leclerc. Section 2 - Differing the Leclerc from other MBTs - Suggestions to differ the Leclerc from other MBTs. Section 3 - Leclerc Stats & Comparisons - Suggested Stock Stats for the Leclerc and comparisons. Section 4 - Leclerc Customization - Customization Options for the Leclerc. ---- Section 1 - Leclerc (Left to right) AMX-56/Leclerc with XLR Armor Package and AMX-56/Leclerc "Terminateur" 140mm Gun on display Introduction & Demonstration Videos of the Leclerc. Leclerc - Matsimus Leclerc XLR - DefenseWebTV Extra Information sources. Leclerc - Military-Today Leclerc - Wiki With a new generation of Soviet Union tanks about to be introduced, the (then) French MBT, AMX-30, had been deemed inferior by comparison, and with a committee having agreed on a list of specifications in 1977 for the Char Futur Project. France was off to find a new MBT to serve it's ground forces and replace the current AMX-30 MBT. In February 1980, a Memorandum of Understanding was signed with West Germany involving the joint development of a MBT, called the Napoléon I in France and Kampfpanzer III in Germany. Fundamental disagreements about its desired configuration led to a failure of this cooperation in December 1982. Later it would be decided that a pure French Battle Tank would be in order after Tanks like the M1 Abrams, Merkava, and Leopard 2 had been studied & rejected. To limit costs however, partnership with a foreign state would be needed, and the United Arab of Emirates would add an additional 436 units on top of the 426 units already planned for the French Army. In 1986 a new project under the name "Leclerc" had been started with six prototypes swiftly built for testing and more entering mass production in 1990. Come 1992, the AMX-56 MBT or Leclerc MBT (named after General Philippe Leclerc de Hauteclocque, the Commander of the Free French 2nd Armored Division during WW2) entered service with the French Ground Army (Armée de terre.) In 1995 it would then enter service with the United Arab of Emirates. The AMX-56 features a 120mm Smoothbore main gun, 12.7mm Machine Gun, 7.62mm anti-aircraft Machine Gun, 1,500 Horsepower, a top speed of 71 km/h (or 44.1 MPH), ammunition capacity of 40 rounds for the main gun, and a autoloader system along with various modernized systems to enhance it's performance for the modern day battlefield. It's protected with a Advance Modular Armor system which can be tailored to different threats and the armor itself is apparently made from a combination of Steel, Ceramics, and Kevlar. Damaged modules can be easily replaced & upgraded. The Hull roof itself was designed to withstand top-attack munitions along with wide skirts placed around the Vehicle's tracks. So, if the Leclerc was added to the game, how could it differ itself from the other MBTs beyond it's stats? ---- Section 2 - Differing the Leclerc from other MBTs In order to really differ the Leclerc from the other MBTs currently in game, I would suggest the Leclerc MBT have the following passive abilities given to it (much like how I suggested some for the Swedish () CV90 in it's dedicated post.) Leclerc Autoloader System- Increases the reload speed of current selected ammunition by half while decreasing the Tank's ammunition change speed by half as well. Leclerc Defense Suite - The Tank sends out a warning to it's driver when a hostile infrared laser from a Anti-Tank missile has been placed upon the Tank. Once the hostile Anti-Tank missile is in flight however, the Leclerc will automatically activate it's Infrared Jammer within seconds, and cause the laser guided missile to fly off course. The Defense Suite has a recharge timer of X seconds and lasts only Y seconds (X & Y being whatever number the Developers deem acceptable if they add this ability) ---- Section 3 - Leclerc Stats & Comparisons Because Vehicle stats are a little more tricky to handle than gun stats, I've covered only the stats I felt I could comfortably attempt to offer some sort of balance suggestion to. Yes, that means there are stats that I'm leaving off the list purely because I wasn't sure how to approach them exactly and I felt it was better to just leave them in the hands of the Developers to figure out the best path. The stats I have left off the list are as followed. Mobility - Pivot Speed Mobility - Acceleration Main Armament - Armor Thickness Main Armament - Burst Damage Main Armament - Damage per minute As for the stats I did cover, the old rules still apply only in this case I'm comparing a stock Vehicle vs. another stock Vehicle to avoid making an even larger wall of text. Much like my gun suggestions, any Vehicle with (S) behind it's name is a Vehicle I have suggested (in this case you won't see one for MBTs just yet as the Leclerc is the first MBT I have covered) and is not in the game currently. Down below you can see the color code I will be using. Green - The (Leclerc) Vehicle is better compared to this Vehicle in this particular stat. Yellow - The (Leclerc) Vehicle is equal or competitive compared to this Vehicle in this particular stat. Red - The (Leclerc) Vehicle is worse compared to this Vehicle in this particular stat. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE. Basic Stats of the Leclerc vs T-72, Leo, & Abrams Leclerc HP: 1000 T-72 HP: 1000 Leo HP: 1100 Abrams HP: 1200 Leclerc Frontal Armor: 7.60 T-72 Frontal Armor: 7.41 Leo Frontal Armor: 8.15 Abrams Frontal Armor: 8.89 Leclerc Side Armor: 5.40 T-72 Side Armor: 5.56 Leo Side Armor: 6.11 Abrams Side Armor: 6.67 Leclerc Rear Armor: 3.26 T-72 Rear Armor: 2.96 Leo Rear Armor: 3.26 Abrams Rear Armor: 3.56 Mobility Performance of the Leclerc vs T-72, Leo, & Abrams Leclerc Top Speed: 71 km/h or 44.1 MPH T-72: 60 km/h or 37.2 MPH Leo: 72 km/h or 44.7 MPH Abrams: 67 km/h or 41.6 MPH Main Armament of the Leclerc vs T-72, Leo, & Abrams CN120-26 120mm BP Cost: 0 T-72 120mm B1 Heavy Turret: 0 Leo 120mm A4 Turret: 0 Abrams 120mm M1 Turret: 0 CN120-26 120mm Weight: 1,750.0 T-72 120mm B1 Heavy Turret: 1,750.0 Leo 120mm A4 Turret: 1,750.0 Abrams 120mm M1 Turret: 1,750.0 CN120-26 120mm Clip Size: 1 T-72 120mm B1 Heavy Turret: 1 Leo 120mm A4 Turret: 1 Abrams 120mm M1 Turret: 1 CN120-26 120mm Reload Speed: 3 Seconds T-72 120mm B1 Heavy Turret: 6 Seconds Leo 120mm A4 Turret: 6 Seconds Abrams 120mm M1 Turret: 6 Seconds CN120-26 120mm RPM: 20 T-72 120mm B1 Heavy Turret: 10 Leo 120mm A4 Turret: 10 Abrams 120mm M1 Turret: 10 CN120-26 120mm Rotation Speed: 4 T-72 120mm B1 Heavy Turret: 4 Leo 120mm A4 Turret: 4 Abrams 120mm M1 Turret: 4 CN120-26 120mm Smoke Grenades: Yes T-72 120mm B1 Heavy Turret: Yes Leo 120mm A4 Turret: Yes Abrams 120mm M1 Turret: Yes Unfortunately when it comes to Tanks, the differences are largely in the stats that I'm uncertain how to cover to begin with, but I still managed to cover what I could. I know some of it will sound fairly OP, but that is where the Devs step in to reel the beast in a bit sort of speak. ---- Section 4 - Leclerc Customization Much like with the Gun posts, this section will go on by quickly since I don't plan to cover the actual stats. Mainly to keep the length of the post down, though I will do some light descriptions. Please note: I was having problems finding the actual Armor package names, so I "faked" my way through them. If anyone knows the real names, please let me know so I can use those instead of these faked ones. Turrets Leclerc S1 Turret - Stock 120mm Leclerc Turret Leclerc Terminateur Turret - 140mm Artillery Gun Turret. Was only a prototype in real life, but this is WW3 in 2026, so maybe it became a thing? (BP cost: 600) Leclerc T40 Turret - 40mm Telescoped Turret with 2 mounted Anti-Tank Missiles. (BP cost: 300) Cannon 120mm Leclerc S1 Turret CN120mm 40mm Leclerc CT40 Turret CT40mm RCWS Turret All RCWS Turrets optional. Turret Armor AZUR S1 RN - RPG Nets Chassis Armor A-XXI - Medium Passive Armor AZUR-S1 E - Medium ERA Armor AZUR-S1 ERN - Medium ERA Armor with RPG Nets AZUR-XLR E - Heavy Passive Armor AZUR-XLR ERN - Heavy Passive Armor with RPG Nets Active Armor All Active Armors optional. Grenades All Grenades optional. Observation All Observation sights optional. Engine VD V8X-1500 And with all that out of the way we bring this post to an end. I hope everyone likes the Leclerc MBT or at least the general concept of it even if not exactly how I suggested it. As I stated before; I'm confident we will see the Leclerc tank at some point in the game. I just wanted to seize the moment, and give some suggestions towards it rather than waiting to see what the Developers cook up for it first. Next suggestion post will be Warsaw Breakthrough rework and after that I will be done with the Breakthrough suggestion series of post for a bit. So, till I see you at the next suggestion post... Have a good one folks! ---- Related Suggestion posts of mine Vehicles that could enhance WW3 series IFVs Chapter -(Redacted)- Coming Soon AFVs Chapter Swedish () CV90 MBTs Chapter -(Redacted)- Coming Soon ---- Other Suggestion posts of mine Weapons that could enhance WW3 series Assault Rifles Chapter Serbian () Zastava M17 Chinese () QBZ-191 Precision Sniper Rifles Chapter South Korean () K14 -(Redacted)- Coming Soon Special Weapons Chapter Russian () GM-94 -(Redacted)- Coming Soon Submachine Guns Chapter Swiss () APC45 Belgian/American (/) SCAR-SC Battle Rifles Chapter Czech () BREN 2 BR -(Redacted)- Coming Soon Shotguns Chapter American () AA-12 -(Redacted)- Coming Soon Light Machine Guns Chapter American () LWMMG American () M68 Pistols Chapter Russian () OTs-38 Stechkin -(Redacted)- Coming Soon Strikes that could enhance WW3 series Support Strikes Chapter Supply Drop Canadian () Mission Master UGV-C CUAS Drones Chapter American () Switchblade Breakthrough Suggestion post series Suggestions to enhance Breakthrough - Small Changes Suggestions to enhance Breakthrough - Large Changes Polyarny Breakthrough rework Suggestions Berlin Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions Moscow Breakthrough rework Suggestions Warsaw Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions V2 - Future work Moscow Breakthrough rework Suggestions V2 - Possible Future Work Vehicle enhancements for WW3 series Main Gun Ammunition Chapter ABM Rounds General Vehicle Suggestions Passive Abilities for IFVs, AFVs, & MBTs
  3. I do what I can, where I can. Happy you like it!
  4. I'm already deep into madness, so I left Crazy Town long ago. I do what I can to try to trim the detail down to a point People will read through most of it (part of the reason I provide links to videos & websites regarding the weapons.) Given that I'm both a bit of a History Buff and fascinated by most things Military, Guns, and etc. I have a tendency to probably go further into details than I really need to. But, I do try to keep the information relative enough to the game to show why it's important to mention, even though I can miss the mark or overshoot it at times. And yes I do rest. I largely copy & paste my posts to the point that it's basically like going through a checkbox when talking about new Weapons, Vehicles, and etc. Have I shown the weapon? Check. Have I given information about it? Check. Have I talked about what roles I think it can play? Check. and so on till it's time to post it. I may do it all in a short span of time, I may draw it out through the day, I may just do a little here & there till it's eventually done. The ones that take the longest though and require me to throw any real serious energy behind are the Breakthrough rework suggestions. I can only copy & paste so much with those and even then I tend to find something I overlooked which requires edit work to be done lol. But yes, I do get my rest in me one way or another.
  5. Yeah when I found out about this weapon it was like; Well, here we go again with the weapon suggestions for WW3. Which I think is just fine as my goal hasn't changed since my first "Weapons to enhance WW3" suggestion post. Find stuff that is different from what we have currently in some shape or form and suggest it lol. But, we will see what comes of it if anything at all. Spoiler alert: All but 1 of those Rifles are on my "Plan to Suggest" list lol.
  6. Hey Folks So figured I would crank out one more weapon suggestion post before doing a Vehicle suggestion and then really focusing on my final Breakthrough map rework with Warsaw. But, before I get really deep into this particular post though, let me just say that I'm feeling pretty confident People will want to debate me on classing this particular weapon as a "SMG". I don't actually consider it a SMG. But, there is no other place I feel this gun really fits. It for sure does not fit the bill of being a Pistol, Shotgun, Precision Sniper Rifle, Special, Light Machinegun, or Battle Rifle. It is a Sub-compact Carbine and a carbine is basically just a cut down Assault Rifle. However, there were Compact Assault Rifles such as the Colt XM177, AK-74U, HK53, and such that have been referred to as Submachine Guns because of their compact forms of the time. Fast forward to today and you start to see what are called PDWs (Personal Defense Weapons) that get thrown in with Submachine Guns and that is what I see in this particular weapon. I see it as a PDW that gets thrown in with the Submachine Guns because of it's smaller size when compared to an Assault Rifle. If you would like information behind the whole terminology stuff with SMGs, PDWs, and Machine Pistols, I highly recommend this video from Forgotten Weapons (PDW related stuff starts at 4:20.) But, ultimately I'm putting this weapon into the Submachine Gun category purely because I think this is where it fits best. That is enough bla bla though, lets get started. Contents of this post Section 1 - The SCAR-SC - Real life information behind the SCAR-SC Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game SMGs and suggested SMGs with the SCAR-SC. Section 3 - Special Features - Special features I think the SCAR-SC should have Section 4 - Customization - Customization options I think the SCAR-SC should have ---- Section 1 - The SCAR-SC and (Left to Right) SCAR-SC with it's telescopic stock extended and a SCAR-SC chambered in .300 Blackout (BLK) Introduction & Demonstration Videos of the SCAR-SC. SCAR-SC - Vickers Tactical SCAR-SC - DefenseWebTV Extra Information sources. SCAR-SC - FN America SCAR Family - Wiki (you can find some info on the SCAR-SC in here) The SCAR-SC is a PDW variant of the SCAR family of Rifles that likely replaced the former SCAR PDW that FN Herstal once offered in it's inventory. Though chambered in 5,56x45 NATO, the SCAR-SC in 2018 had been modified to be able to fire the .300 BLK round of ammunition, giving Law Enforcement & Military users a sub-compact carbine that was more ideal for close quarters engagements than the larger SCAR variants in a platform that was lighter, didn't require the use a of pistol caliber ammunition, had both semi-automatic & fully automatic fire selection options, and had some of the flaws of the previous SCAR weapons resolved. In particular, the charging handle had been changed from a reciprocating charging handle, to a Non-reciprocating charging handle, meaning that experienced SCAR users (using the SCAR-SC) would no longer need to concern themselves with the charging handle coming back to strike their thumb should they hold it up while handling the weapon. So if the gun was to be added to the game, what playstyle would the gun favor, and most importantly where exactly would it stand when compared to the other SMGs? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the SCAR-SC should basically act as a Heavy PDW, a bridge between Assault Rifles & Submachine guns if you will. Favoring Defensive players primarily that have either fast reaction times, are very good at getting around people's armors, flanking their targets, or are very good at tap firing enemies down even at ranges where the enemy's full auto weapon might still perform very well (IE: sort of like being the SCAR-H of the SMGs after a certain range) Now, lets move on to comparing possible stats of the SCAR-SC vs. other SMGs in the game and of course any gun with (S) in it's name is a suggested gun I've suggested and it's not actually in the game itself. Like always the color coding works as shown below. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. SCAR-SC proposed and compared stats. SCAR-SC Effective ranges: 30m (36 damage.) Damage decreases at 31m - 135m (24 damage) SIG: 60m (28 damage.) Damage decreases at 61m - 135m (27 damage) DMG Nine-Milli: 45m (26 damage.) Damage decreases at 46m - 135m (15 damage) Glauberyt: 60m (33 damage.) Damage decreases at 61m - 135m (25 damage) VITYAZ: 60m (29 damage.) Damage decreases at 61m - 135m (20 damage) (S) APC45: 50m (36 damage.) Damage decreases at 51m - 135m (22 damage) SCAR-SC Weight: 8.95 SIG: 6.5 DMG Nine-Milli: 3.45 Glauberyt: 4.2 VITYAZ: 5.4 (S) APC45: 6.5 SCAR-SC Recoil: 0.43 SIG: 0.64 DMG Nine-Milli: 0.8 Glauberyt: 0.68 VITYAZ: 0.7 (S) APC45: 0.70 SCAR-SC Spread: 0.60 SIG: 0.35 DMG Nine-Milli: 0.55 Glauberyt: 0.54 VITYAZ: 0.4 (S) APC45: 0.30 SCAR-SC Reload time: 4.0 Seconds SIG: 4.3 Seconds DMG Nine-Milli: 3.1 Seconds Glauberyt: 3.1 Seconds VITYAZ: 2.8 Seconds (S) APC45: 4.6 Seconds SCAR-SC Rate of Fire: 580 RPMs SIG: 770 DMG Nine-Milli: 780 Glauberyt: 650 VITYAZ: 700 (S) APC45: 800 RPMs SCAR-SC Caliber: .300 BLK SIG: 9x19mm Parabellum DMG Nine-Milli: 5.7x28mm Glauberyt: 9x18mm Makarov VITYAZ: 9x19mm Parabellum (S) APC45: .45 ACP SCAR-SC Muzzle Velocity: 675 m/s SIG: 425 m/s DMG Nine-Milli: 525 m/s Glauberyt: 360 m/s VITYAZ: 380 m/s (S) APC45: 330 m/s SCAR-SC Bullets to Kill: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 8 SIG: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 DMG Nine-Milli: HDPE: 5 / PTLN: 6 / Cer: 8 / STL: 10 Glauberyt: HDPE: 6 / PTLN: 7 / Cer: 10 / STL: 14 VITYAZ: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 (S) APC45: HDPE: 4 / PTLN: 5 / Cer: 13 / STL: 17 With this out of the way we move on to special features which there really isn't much. ---- Section 3 - Special Features This will be fairly short since the SCAR-SC isn't really doing a lot different from most SMGs. .300 BLK - This is the primary selling point of the SCAR-SC as it's the same case as the APC45; there are no heavy hitting SMGs, so anywhere where you can get a non-9mm caliber SMG/PDW, you basically have to jump on it. However, there is a second reason. Should the Developers choose to add the SCAR MK16 (AKA the SCAR-Light or L), then that gun would need to have it's 5.56x45 NATO ammunition, which would be stepping on the toes sort of speak of the SCAR-SC. So, rather than having 1 SCAR weapon being a different caliber, you would have three instead. SCAR-H with 7.62, SCAR-L with 5.56, and the SCAR-SC with .300 BLK. Nice little set of variety there. Limited Barrel Options - To keep the SCAR-SC from largely stepping on the metaphorical toes of the SCAR-H, the SC should basically only have access to the Short & Medium barrels. No long barrel option at all and the medium barrel is really just there to help with semi-automatic tap firing. 60 Round Magazine - This is primarily to give the SCAR-SC a little something extra since it would have so much working against it. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything like that. Just a quick mention of what customization options the SCAR-SC should and should not have access to in my opinion, Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Medium Barrel Short Barrel Muzzles All Muzzles optional Lower All Lowers optional Side All side mounts optional Magazines 10 Round Magazine 20 Round Magazine 30 Round Magazine 60 Round Magazine Ammunition All (Gun) Ammunition Types optional As for new customization bodyparts that could come with the SCAR-SC we actually have a little bit to work with when it comes to stocks and it can be summed up in one picture. SCAR-SC Stocks And with that we bring this post to an end. I hope everyone likes the idea of the SCAR-SC, or at the very least the general concept of it. Again like I said up top; I'm sure people will want to debate me on categorizing the SCAR-SC as a PDW/Submachine Gun rather than an Assault Rifle, to which I say; you're entitled to your opinion, but I'm not going to change my views as of this moment on the matter, and for the sake of following my usual planned path I will keep the SCAR-SC listed as a "Submachine Gun suggestion." Again, I don't consider the SCAR-SC a Submachine gun, I consider it a PDW that falls into that strange grey area that a percentage of PDWs do, and PDWs 9 times out of 10 get thrown in with Submachine guns. But! Till the next suggestion post...Have a good one folks! ---- Related Suggestion posts of mine Weapons that could enhance WW3 series Assault Rifles Chapter Serbian () Zastava M17 Chinese () QBZ-191 Precision Sniper Rifles Chapter South Korean () K14 -(Redacted)- Coming Soon Special Weapons Chapter Russian () GM-94 -(Redacted)- Coming Soon Submachine Guns Chapter Swiss () APC45 Battle Rifles Chapter Czech () BREN 2 BR -(Redacted)- Coming Soon Shotguns Chapter American () AA-12 -(Redacted)- Coming Soon Light Machine Guns Chapter American () LWMMG American () M68 Pistols Chapter Russian () OTs-38 Stechkin -(Redacted)- Coming Soon ---- Other Suggestion posts of mine Breakthrough Suggestion post series Suggestions to enhance Breakthrough - Small Changes Suggestions to enhance Breakthrough - Large Changes Polyarny Breakthrough rework Suggestions Berlin Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions Moscow Breakthrough rework Suggestions Warsaw Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions V2 - Future work Moscow Breakthrough rework Suggestions V2 - Possible Future Work Strikes that could enhance WW3 series Support Strikes Chapter Supply Drop Canadian () Mission Master UGV-C CUAS Drones Chapter American () Switchblade Vehicles that could enhance WW3 series IFVs Chapter -(Redacted)- Coming Soon AFVs Chapter Swedish () CV90 MBTs Chapter French () Leclerc Vehicle enhancements for WW3 series Main Gun Ammunition Chapter ABM Rounds General Vehicle Suggestions Passive Abilities for IFVs, AFVs, & MBTs
  7. Fun fact: This post caused me to jump in real life as I was heavily focused on typing up my next suggestion post. GG Nubbits, you managed to scare me lol.
  8. Your guess would be as good as mine, if not maybe far better given my knowledge of calibers is largely basic with a little bit of advance knowledge. I know 5.56mm ammunition is suppose to be generally better against certain levels of body armor and weak (generally speaking) against soft targets, where it's usual competitor the 7.62mm is the exact opposite by having trouble going through certain levels of body armor, but doing very well against soft targets. Then of course you have .50 BMG coming in to say "F your Armor and your body" as it leaves a 16 inch wide exit wound in a person. So yeah...Ballistics/calibers, not exactly my strong suit, and unfortunately I don't know how the Devs have determined their damage system, so I pretty much wing it lol. But, final weapon balance isn't a thing just yet, so maybe the VEPR-18 will lose some bite in the future.
  9. Hey Folks Time for another "Weapons that could enhance WW3" post, yes this very soon after having just completed the American () M68 post just yesterday. Given that WW3 will soon be entering the Asian Theater of War, I thought I would do a weapon post for one of the major Asian powers, and if you had guessed that it would be a Chinese Assault Rifle I would cover next. You were right! But, not the one you were probably thinking. It's not the QBZ-95, it's not a typo in the title, or anything like that. It is a brand new Rifle just revealed in October of last year, the QBZ-191 or QBZ-171, not sure which is the official name, I just know I will be calling it the QBZ-191 since it's the name I've seen the most frequently used. But, bla bla aside, lets get started! Contents of this post Section 1 - The QBZ-191 - Real life information behind the QBZ-191 Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game ARs and suggested ARs with the QBZ-191. Section 3 - Special Features - Special features I think the QBZ-191 should have Section 4 - Customization - Customization options I think the QBZ-191 should have ---- Section 1 - The QBZ-191 The QBZ-191/QBZ-171 Introduction & Demonstration Videos of the QBZ-191. QBZ-191 - DefenseWebTV - Information on the QBZ-191 at 3:10 - 4:05 Extra Information sources QBZ-191 - TFB QBZ-191 - WeaponNews The QBZ-191 (or QBZ-171) was recently revealed back in October of last year (2019) during the Chinese Military parade and is currently looking like the People's Liberation Army's (PLA) replacement for the aging QBZ-95. Though information is a little scarce right now behind this new rifle, the QBZ-191 features a full length picatinny rail for the mounting of different optics, a removable stock & barrel so the weapon can be configured to be used as either a Carbine, a Designated Marksmen Rifle, or just left in it's standard Assault Rifle configuration. Like most Assault Rifles the QBZ-191 does have a select fire capability, but only for Semi-Automatic & Fully Automatic fire. While future versions of the 191 may be modified to allow for the implementation of a burst fire mode, all current QBZ-191s lack that fire option. Outside of these features the QBZ-191 is also getting a upgrade in the form of an enhanced version of the Chinese 5.8x45mm ammunition, allowing the weapon to have increased effectiveness at medium to long range engagements. While it currently isn't known how long it will take for the QBZ-191 to phase out the QBZ-95 Bullpup rifle, the QBZ-95 will still remain in service for a time with the People's Liberation Army. So, if the gun was to be added to the game, what playstyle would the gun favor and most importantly where exactly would it stand when compared to generally similar Assault Rifles? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the QBZ-191 should lend it's hand more towards players that like to keep their engagement ranges at Medium to Long range, and overall struggle a little more at closer range engagements where higher fire rate ARs or higher damage dealing ARs might very well outclass the weapon. It's damage capability would also likely be more closer to the middle of the field, but on the lower rungs should other intermediate calibers be added to the game such as 6,5mm & 6.8mm rounds. Now that I've gotten into my 2nd round of weapon suggestions I will begin using (S) behind Weapons that I have suggested before, but are not actually in the game currently. However, largely nothing else is changing in how I do things. I will of course be using colors to indicate where the suggested gun (in this case the QBZ-191) should in my opinion either be better, equal/competitive, or worse than another gun it's compared to. The colors are as followed... Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE. Also I'm comparing the stats of weapons from a stock design to another stock design without taking customization into consideration. This is primarily because it would take a long time to do and obviously the post would grow substantially larger if I did. QBZ-191 proposed and compared stats. QBZ-191 Effective ranges: 0 - 95m (34 damage.) Damage decreases at 96m - 135m (28 damage) M4 MWS: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) AK-15: 0 - 105m (34 damage.) Damage decreases at 106m - 135m (31 damage) VEPR: 0 - 105m (32 damage.) Damage decreases at 106m - 135m (29 damage) MSBS-B: 0 - 30m (36 damage.) Damage decreases at 31m - 135m (24 damage) MSBS-K: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) M416: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) G36: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) Beryl 762: 0 - 105m (34 damage.) Damage decreases at 106m - 135m (31 damage) Alpha: 0 - 105m (34 damage.) Damage decreases at 106m - 135m (31 damage) SA80: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) (S) Zastava M17: 0 - 100m (32 damage.) Damage decreases at 101m - 135m (29 damage) QBZ-191 Weight: 15.5 M4 MWS: 14.0 AK-15: 16.5 VEPR: 10.7 MSBS-B: 11.5 MSBS-K: 13.5 M416: 16.3 G36: 12.7 Beryl 762: 15.7 Alpha: 13.0 SA80: 15.5 (S) Zastava M17: 15.9 QBZ-191 Recoil: 0.62 M4 MWS: 0.6 AK-15: 0.74 VEPR: 0.71 MSBS-B: 0.74 MSBS-K: 0.71 M416: 0.83 G36: 0.74 Beryl 762: 0.83 Alpha: 0.72 SA80: 0.81 (S) Zastava M17: 0.68 QBZ-191 Spread: 0.24 M4 MWS: 0.3 AK-15: 0.26 VEPR: 0.28 MSBS-B: 0.22 MSBS-K: 0.25 M416: 0.2 G36: 0.28 Beryl 762: 0.3 Alpha: 0.3 SA80: 0.27 (S) Zastava M17: 0.25 QBZ-191 Reload time: 3.6 Seconds M4 MWS: 1.0 Seconds AK-15: 3.1 Seconds VEPR: 4.2 Seconds MSBS-B: 2.7 Seconds MSBS-K: 3.2 Seconds M416: 4.0 Seconds G36: 3.1 Seconds Beryl 762: 3.1 Seconds Alpha: 2.85 Seconds SA80: 3.1 Seconds (S) Zastava M17: 3.0 Seconds QBZ-191 Rate of Fire: 750 RPMs M4 MWS: 740 RPMs AK-15: 620 RPMs VEPR: 670 RPMs MSBS-B: 621RPMs MSBS-K: 721RPMs M416: 660 RPMs G36: 750 RPMs Beryl 762: 600 RPMs Alpha: 570 RPMs SA80: 940 RPMs (S) Zastava M17: 660 RPMs QBZ-191 Caliber: 5.8x45mm M4 MWS: 5,56x45 AK-15: 7,62x39 VEPR: 5,45x39 MSBS-B: .300 Blackout MSBS-K: 5,56x45 M416: 5,56x45 G36: 5,56x45 Beryl 762: 7,62x39mm Alpha: 7,62x39mm SA80: 5,56x45 (S) Zastava M17: 6,5x39 Grendel QBZ-191 Muzzle Velocity: 950 m/s M4 MWS: 910 m/s AK-15: 720 m/s VEPR: 880 m/s MSBS-B: 675 m/s MSBS-K: 890 m/s M416: 917 m/s G36: 920 m/s Beryl 762: 940 m/s Alpha: 740 m/s SA80: 780 m/s (S) Zastava M17: 800 m/s QBZ-191 Bullets to Kill: HDPE: 4 / PTLN: 4 / Cer: 7 / STL: 8 M4 MWS: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 AK-15: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 7 VEPR: HDPE: 4 / PTLN: 5 / Cer: 7 / STL: 8 MSBS-B: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 8 MSBS-K: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 M416: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 G36: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 Beryl 762: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 7 Alpha: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 7 SA80: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 (S) Zastava M17: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 With this out of the way we move on to special features. ---- Section 3 - Special Features This will be short since there isn't much that really needs to be mentioned. 5.8x45mm Intermediate Caliber- Much like the QBZ-95, the QBZ-191 uses the same general caliber of ammunition. Though where it sits as a caliber is probably just above the 5.45x39 of the VEPR and below the .300 Blackout of the MSBS-B. No Burst fire Mode - The QBZ-191 lacks a burst fire mode and not having it would actually make the weapon stand out more when compared to the other Assault Rifles. In a sense, less is more in this situation. No High capacity Magazines - While it's possible in the future the QBZ-191 will get higher magazine options, it currently only seems to have access to the standard 30 round Magazine. Smaller magazines would be fine however and much like the lack of a burst fire; less is more in this situation. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything. Just a quick mention of what the QBZ-191 should & should not have access to (in my opinion) when it comes to customization options. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels All Barrels optional Muzzles All Muzzles optional Lower All Lowers optional Side All side mounts optional Magazines 10 Round Magazine 20 Round Magazine 30 Round Magazine Ammunition All (Gun) Ammunition Types optional Much like some of the guns I've already suggested before, there really isn't any aftermarket parts for the QBZ-191 currently. So, if the Developers want to get creative if they add this gun, they have the room to do so. With all of that out of the way, we bring this post to an end. I hope you like the idea of the QBZ-191, even if maybe not in the exact same way as I proposed it. I've been sitting on this gun (sort of speak) for the last few months, having been busy with the Breakthrough reworks, and slightly prior to that the first round of weapon suggestions with the Assault Rifle pick having already been covered by the Zastava M17. With WW3 about to expand the War into Asia, it just seemed like the perfect time to suggest it since it belongs to one of the obvious big players in that region of the world. But, we will see what comes of it. I just make the suggestions, it's up to the developers to figure out what they want to do with it or don't do with it. Till the next suggestion post however... Have a good one folks! ---- Related Suggestion posts of mine Weapons that could enhance WW3 series Assault Rifles Chapter Serbian () Zastava M17 Precision Sniper Rifles Chapter South Korean () K14 -(Redacted)- Coming Soon Special Weapons Chapter Russian () GM-94 -(Redacted)- Coming Soon Submachine Guns Chapter Swiss () APC45 Belgian/American (/) SCAR-SC Battle Rifles Chapter Czech () BREN 2 BR -(Redacted)- Coming Soon Shotguns Chapter American () AA-12 -(Redacted)- Coming Soon Light Machine Guns Chapter American () LWMMG American () M68 Pistols Chapter Russian () OTs-38 Stechkin -(Redacted)- Coming Soon ---- Other Suggestion posts of mine Breakthrough Suggestion post series Suggestions to enhance Breakthrough - Small Changes Suggestions to enhance Breakthrough - Large Changes Polyarny Breakthrough rework Suggestions Berlin Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions Moscow Breakthrough rework Suggestions Warsaw Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions V2 - Future work Moscow Breakthrough rework Suggestions V2 - Possible Future Work Strikes that could enhance WW3 series Support Strikes Chapter Supply Drop Canadian () Mission Master UGV-C CUAS Drones Chapter American () Switchblade Vehicles that could enhance WW3 series IFVs Chapter -(Redacted)- Coming Soon AFVs Chater Swedish () CV90 MBTs Chapter French () Leclerc Vehicle enhancements for WW3 series Main Gun Ammunition Chapter ABM Rounds General Vehicle Suggestions Passive Abilities for IFVs, AFVs, & MBTs
  10. Hey Folks So for awhile now I've had two things come to mind related to Vehicles in WW3 and how I think they could be improved without throwing off game balance (at least in my opinion.) The first of which is... #1 Predetermined Passive Abilities pending on the Vehicle selected Now if you read my Swedish () CV90 suggestion post then you already know how this basically works, for those who have not read it however...The way this works is straight forward. Depending on the Vehicle you pick is what Passive Abilities that Vehicle will have. So the Leo Tank would have X, Y, and Z passive abilities, while the T-72 would have A, B, and C passive abilities, and the Abrams would have D, E, and F passive abilities, and etc etc...Every Vehicle becomes unique in it's own way to one degree or another. But, this comes with some development challenges as not all Vehicle systems can be translated very well into a video game, and some Governments keep a very understandable tight lid on what the capabilities of their military vehicles are which in turn means it will be hard to fully capture the characteristics of all the Vehicles if there isn't enough information provided. Of course this also presents balancing challenges as every Vehicle will of course need to be viable for choosing, otherwise everyone just gravitates to the best performing vehicle with the best passive abilities. However, there is a 2nd option... #2 Optional Passive Abilities pending on what the Player chooses. The way this would work is also pretty simple in concept. Players would get X amount of Passive Ability slots ( X being whatever types/whatever amount the Developers deem acceptable) for their Vehicles and from there they can choose from a list of different Passive Ability upgrades for their Vehicle. These passives can range from 0 BP cost upgrades that provide little benefits, but no real drawbacks. For example... Automatic Emergency Smoke Screen - A passive software system that allows the Vehicle to automatically deploy it's Smoke Grenades upon reaching half health (permitting the Vehicle is equipped with a Turret that can use Smoke Grenades and they haven't been used up.) To passives that can cost anywhere from 100 BP on up that offer both benefits & drawbacks to using them. For example... Autoloader System - A passive system of mechanisms that allows the Vehicle to reload it's current selected ammunition faster at the cost of slowing down it's ammunition swapping speed. Now while this would come at the cost of a degree of realism being thrown out the window and require players to use some suspension of disbelief. It would add more depth to Vehicle customization and thus allow players to further tailor Vehicles more to their personal desires. Of course it would also present it's own form of balancing challenges as the Developers would need to ensure as many of these Passive Abilities are viable options. Personally I really like both concepts and see benefits & drawbacks to both. But, what do you think? Do you like the idea Predetermined Passive Abilities based on the Vehicle you choose, choosing your own Optional Passive Abilities, or do you think all this passive ability stuff isn't worth doing and the Devs should just keep Vehicles as they are currently for the most part? Let me know in the unofficial poll vote! Till the next suggestion post however... Have a good one folks! --- Related Suggestion posts of mine Vehicle enhancements for WW3 series Main Gun Ammunition Chapter ABM Rounds General Vehicle Suggestions More to come ---- Other Suggestion posts of mine Weapons that could enhance WW3 series Assault Rifles Chapter Serbian () Zastava M17 Chinese () QBZ-191 Precision Sniper Rifles Chapter South Korean () K14 -(Redacted)- Coming Soon Special Weapons Chapter Russian () GM-94 -(Redacted)- Coming Soon Submachine Guns Chapter Swiss () APC45 Belgian/American (/) SCAR-SC Battle Rifles Chapter Czech () BREN 2 BR -(Redacted)- Coming Soon Shotguns Chapter American () AA-12 -(Redacted)- Coming Soon Light Machine Guns Chapter American () LWMMG American () M68 Pistols Chapter Russian () OTs-38 Stechkin -(Redacted)- Coming Soon Strikes that could enhance WW3 series Support Strikes Chapter Supply Drop Canadian () Mission Master UGV-C CUAS Drones Chapter American () Switchblade Breakthrough Suggestion post series Suggestions to enhance Breakthrough - Small Changes Suggestions to enhance Breakthrough - Large Changes Polyarny Breakthrough rework Suggestions Berlin Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions Moscow Breakthrough rework Suggestions Warsaw Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions V2 - Future work Moscow Breakthrough rework Suggestions V2 - Possible Future Work Vehicles that could enhance WW3 series IFVs Chapter -(Redacted)- Coming Soon AFVs Chater Swedish () CV90 MBTs Chapter French () Leclerc
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